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on docs.monogame.net...During this movement cycle, the snake should move forward in the direction that was input by the player between the last and current movement...
...This design choice provides players with more nuanced control, as analog inputs allow for a variable movement speed based on how far the thumbstick...
...Without buffering, inputs that occur between movement cycles are lost, especially when players make rapid sequential inputs like navigating corners.
Our implementation addresses this...
Our implementation addresses this...
...is held down, the movement speed increases by 1.5
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
...is held down, the movement speed increases by 1.5
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
...is held down, the movement speed increases by 1.5
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
...These interconnected components form the backbone of our game, enabling player interaction, providing feedback, and creating a coherent experience across different game states. By...
...is held down, the movement speed increases by 1.5
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
...After all of our work creating Dungeon Slime, we need to prepare the game for distribution to players. Properly packaging your game ensures it...
...is held down, the movement speed increases by 1.5
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...
// and the gamepad vibrates as feedback to the player.
float speed = MOVEMENT_SPEED;
if (gamePadOne...